Fix SSE architecture for reliable connections #13
@@ -14,6 +14,7 @@ import (
|
|||||||
"github.com/ryanhamamura/games/connect4"
|
"github.com/ryanhamamura/games/connect4"
|
||||||
"github.com/ryanhamamura/games/features/c4game/pages"
|
"github.com/ryanhamamura/games/features/c4game/pages"
|
||||||
"github.com/ryanhamamura/games/features/c4game/services"
|
"github.com/ryanhamamura/games/features/c4game/services"
|
||||||
|
sharedcomponents "github.com/ryanhamamura/games/features/common/components"
|
||||||
"github.com/ryanhamamura/games/sessions"
|
"github.com/ryanhamamura/games/sessions"
|
||||||
)
|
)
|
||||||
|
|
||||||
@@ -112,7 +113,10 @@ func HandleGameEvents(store *connect4.Store, svc *services.GameService, sm *scs.
|
|||||||
return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
|
return sse.PatchElementTempl(pages.GameContent(g, myColor, room.Messages(), chatCfg))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Send initial state
|
// Send initial connection indicator and state
|
||||||
|
if err := sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli())); err != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
if err := patchAll(); err != nil {
|
if err := patchAll(); err != nil {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
@@ -147,7 +151,10 @@ func HandleGameEvents(store *connect4.Store, svc *services.GameService, sm *scs.
|
|||||||
}
|
}
|
||||||
|
|
||||||
case <-heartbeat.C:
|
case <-heartbeat.C:
|
||||||
// Heartbeat just keeps the connection alive by triggering a game state refresh
|
// Heartbeat updates connection indicator and refreshes game state
|
||||||
|
if err := sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli())); err != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
if err := patchAll(); err != nil {
|
if err := patchAll(); err != nil {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -18,6 +18,7 @@ templ GamePage(g *connect4.Game, myColor int, messages []chat.Message, chatCfg c
|
|||||||
data-signals="{chatMsg: ''}"
|
data-signals="{chatMsg: ''}"
|
||||||
data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
|
data-init={ fmt.Sprintf("@get('/games/%s/events',{requestCancellation:'disabled'})", g.ID) }
|
||||||
>
|
>
|
||||||
|
@sharedcomponents.ConnectionIndicator(0)
|
||||||
@GameContent(g, myColor, messages, chatCfg)
|
@GameContent(g, myColor, messages, chatCfg)
|
||||||
</main>
|
</main>
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -12,6 +12,7 @@ import (
|
|||||||
|
|
||||||
"github.com/ryanhamamura/games/chat"
|
"github.com/ryanhamamura/games/chat"
|
||||||
chatcomponents "github.com/ryanhamamura/games/chat/components"
|
chatcomponents "github.com/ryanhamamura/games/chat/components"
|
||||||
|
sharedcomponents "github.com/ryanhamamura/games/features/common/components"
|
||||||
"github.com/ryanhamamura/games/features/snakegame/pages"
|
"github.com/ryanhamamura/games/features/snakegame/pages"
|
||||||
"github.com/ryanhamamura/games/features/snakegame/services"
|
"github.com/ryanhamamura/games/features/snakegame/services"
|
||||||
"github.com/ryanhamamura/games/sessions"
|
"github.com/ryanhamamura/games/sessions"
|
||||||
@@ -117,7 +118,10 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, svc *services.GameService,
|
|||||||
return sse.PatchElementTempl(pages.GameContent(sg, mySlot, chatMessages(), chatCfg, gameID))
|
return sse.PatchElementTempl(pages.GameContent(sg, mySlot, chatMessages(), chatCfg, gameID))
|
||||||
}
|
}
|
||||||
|
|
||||||
// Send initial render
|
// Send initial connection indicator and render
|
||||||
|
if err := sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli())); err != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
if err := patchAll(); err != nil {
|
if err := patchAll(); err != nil {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
@@ -141,7 +145,10 @@ func HandleSnakeEvents(snakeStore *snake.SnakeStore, svc *services.GameService,
|
|||||||
return
|
return
|
||||||
|
|
||||||
case <-heartbeat.C:
|
case <-heartbeat.C:
|
||||||
// Heartbeat just refreshes game state
|
// Heartbeat updates connection indicator and refreshes game state
|
||||||
|
if err := sse.PatchElementTempl(sharedcomponents.ConnectionIndicator(time.Now().UnixMilli())); err != nil {
|
||||||
|
return
|
||||||
|
}
|
||||||
if err := patchAll(); err != nil {
|
if err := patchAll(); err != nil {
|
||||||
return
|
return
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user